Hello,
I am creating a character in Spine that has 8-directional animations, and I will be using this in Unity.
My character has 5 swappable body parts (e.g., helmet, torso, gloves, boots, pants).
For each of these 5 parts, I have 20 different item variations (e.g., 20 different helmets, 20 different torsos, etc.). And each of these variations needs attachments for all 8 directions.
This results in a huge number of attachments. For the torso slot alone, I have 20 variations * 8 directions = 160 attachments. Across all 5 body parts, this is (20 variations) * (8 directions) * (5 parts) = 800 total attachments.
Managing this in the Spine editor is becoming very chaotic. I am wondering what the best-practice workflow is for this situation. I have two main ideas:
Option 1: Should I create a separate skin for each individual component? (e.g., a skin named "Helmet_1", another skin named "Armor_1", then "Helmet_2", "Armor_2", etc.). Each of these skins would contain the 8 directional attachments for that single component.
Option 2: Or, is it better to put all 800 attachments into one single, giant skin (like the default skin) and then manage everything in Unity by code (e.g., just calling the correct attachment names at runtime)?
My goal is to be able to mix and match items in Unity (for example, using "Helmet_5" with "Armor_10"). Which approach is better for organization in the Spine editor and for performance in Unity? Or is there a different, better workflow I am missing?
Thank you for your advice!